Strange Legacy - 1.16 RPG World (Markets Upgrade)
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Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
No, the images on the ground are different indeed, but when you pick them up those would all be multiples of the same (for example 3 spears, regardless of the images). Note that I do use the Loot all at once option because I kept getting loot stuck in walls and chasms - so maybe that is what influences this?
Heindal wrote: ↑April 23rd, 2025, 4:32 pm So far I can not confirm your bug report. I did absolutely nothing on this code in the last updates (I'd say for years even). I believe that it can happen, but as you see here it was three different enemies and three different kind of loot - as intended. It could be, that it is connected to the scenario maybe.
Also note: if you defeat beasts and have the looting skill, the enemies will ALWAYS leave loot-able bodies, which look exactly the same (wolves leave wolf corpses and zombies leave dust etc.). Additionally they also have chance to drop something (maybe because they ate it or whatever). Usually bodies would be below the items, but I've also seen the other way around during my test.
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
Yeah, it is unfortunately the option collect all loot. It works well if you just have normal loot. I will try to fix this.
Edit: did it, random loot items will no longer be affected by the option. It is not so cool, as you have to collect the items piece by piece. Other option would be, to just remove the option.
Also note - there is already and overview for all consumables here: http://www.heindal.de/strangelegacy/faq ... onsumables
(I think it is not 100% complete.)
Edit: did it, random loot items will no longer be affected by the option. It is not so cool, as you have to collect the items piece by piece. Other option would be, to just remove the option.
Also note - there is already and overview for all consumables here: http://www.heindal.de/strangelegacy/faq ... onsumables
(I think it is not 100% complete.)
Last edited by Heindal on April 23rd, 2025, 5:22 pm, edited 1 time in total.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
Ah, so that's it! Well, glad I tested it then
Thank you for the consumables list!

Thank you for the consumables list!
Heindal wrote: ↑April 23rd, 2025, 5:16 pm Yeah, it is unfortunately the option collect all loot. It works well if you just have normal loot. I will try to fix this.
Also note - there is already and overview for all consumables here: http://www.heindal.de/strangelegacy/faq ... onsumables
(I think it is not 100% complete.)
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
Well, the problem is when it gets stuck in a chasm or wall, but yeah, might be better to exclude the items from the collect all loot feature. Is it updated in the server? I'll test it later if so.
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
By the way, I also found an exploit: if you imbue your weapons with the frost spell, for example, that give the Slow special, and then imbue them with the Bless spell, for instance, to make the damage arcane, the damage type changes, but the Slow remains (Same with any other of the type).
Also, but I think that is intended, even unequipping Tyrfing does not remove Berserkgangur.
Also, but I think that is intended, even unequipping Tyrfing does not remove Berserkgangur.
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
I am also at level 38 of the cave and not once did I get the titan battle nor that fishing site you mentioned. Is this really just bad luck?



Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
Seems suspicious. If you use an action to find resources or a temple, you will of course just find these in the next dungeon you enter.
You can use the option "Find secret places" and "Find Bosses" as soon as your wisp is level 9.
The exploit you describe isn't an exploit, I did this a while ago, as controlling these weapon perks is way too complicated. You can enchant weapons - melee and ranged weapons with a variety of enchantments. In an older version I just allowed like 1-3 but they way I did it was buggy too. So decided: you can now enchant your weapons multiple times, as long as you have mana and a variety of spells doing so. The idea do that came, when I added the runesmith class. So instead of casting a fireball on enemies you use your time to prepare for battle and enchant your weapons. Once you unequip the weapon the enchantments are gone. It is strong, but a compensation to melee and ranged fighter who don't want to fight with spells. I liked the idea from a roleplay aspect and as well as a way to do creative things with your weapons.
The problem with berserkgangur is bigger than I thought. I fixed it. It was never intended that weapons give abilities and I hadn't taken this into regard.
I still wonder - I tested this abilities over and over, but probably just did not notice that the ability stayed. It should be fixed now, but please be patient, it will take a while before I upload the new version. I want to carefully test it and add some other improvements.
You can use the option "Find secret places" and "Find Bosses" as soon as your wisp is level 9.
The exploit you describe isn't an exploit, I did this a while ago, as controlling these weapon perks is way too complicated. You can enchant weapons - melee and ranged weapons with a variety of enchantments. In an older version I just allowed like 1-3 but they way I did it was buggy too. So decided: you can now enchant your weapons multiple times, as long as you have mana and a variety of spells doing so. The idea do that came, when I added the runesmith class. So instead of casting a fireball on enemies you use your time to prepare for battle and enchant your weapons. Once you unequip the weapon the enchantments are gone. It is strong, but a compensation to melee and ranged fighter who don't want to fight with spells. I liked the idea from a roleplay aspect and as well as a way to do creative things with your weapons.
The problem with berserkgangur is bigger than I thought. I fixed it. It was never intended that weapons give abilities and I hadn't taken this into regard.
I still wonder - I tested this abilities over and over, but probably just did not notice that the ability stayed. It should be fixed now, but please be patient, it will take a while before I upload the new version. I want to carefully test it and add some other improvements.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
I see, thank you for the explanation and no problem regarding the weapons and berserkgangur.
As to the Cave titan and secret place, I guess I'll just keep trying, but so far, nothing. It is the one titan I am missing, all others have been killed.
I don't have a wisp, though, way too expensive. I spend it all on stats
As to the Cave titan and secret place, I guess I'll just keep trying, but so far, nothing. It is the one titan I am missing, all others have been killed.
I don't have a wisp, though, way too expensive. I spend it all on stats

Heindal wrote: ↑April 25th, 2025, 4:50 pm Seems suspicious. If you use an action to find resources or a temple, you will of course just find these in the next dungeon you enter.
You can use the option "Find secret places" and "Find Bosses" as soon as your wisp is level 9.
The exploit you describe isn't an exploit, I did this a while ago, as controlling these weapon perks is way too complicated. You can enchant weapons - melee and ranged weapons with a variety of enchantments. In an older version I just allowed like 1-3 but they way I did it was buggy too. So decided: you can now enchant your weapons multiple times, as long as you have mana and a variety of spells doing so. The idea do that came, when I added the runesmith class. So instead of casting a fireball on enemies you use your time to prepare for battle and enchant your weapons. Once you unequip the weapon the enchantments are gone. It is strong, but a compensation to melee and ranged fighter who don't want to fight with spells. I liked the idea from a roleplay aspect and as well as a way to do creative things with your weapons.
The problem with berserkgangur is bigger than I thought. I fixed it. It was never intended that weapons give abilities and I hadn't taken this into regard.
I still wonder - I tested this abilities over and over, but probably just did not notice that the ability stayed. It should be fixed now, but please be patient, it will take a while before I upload the new version. I want to carefully test it and add some other improvements.
Last edited by Zydin on April 25th, 2025, 5:01 pm, edited 1 time in total.
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
So basically it is bad luck than. Pew. If you have fought all the other titans than this will spawn sooner or later.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
I finally killed the Boar titan, but actually needed a portal to select to go to it, it never appeared as a random "what is that?" encounter!
Now all I'm missing in the cave is the fishing spot you mentioned...
Now all I'm missing in the cave is the fishing spot you mentioned...
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
Hooray. I will try to work on the next update. Can't say when it is done, hopefully this weekend.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
1.16.32.5 General Knowledge
new smaller update with the following changes:
(the name is a pun, just see general hints)
fixes:
- abilities given by relic weapons did not disappear
-- usually weapons don't give abilities
(this affected Hameln, Tyrfing, Gungir, Drill)
- selecting the option "Collect all loot at once" caused the game to double some of the random loot
-- it was an intended drawback of this option, now this options just works on lootable material and no longer on random loot
- unequipping one handed relic weapons did not removed the attacks
(really wondering about this one)
- selling owls on the animal market showed the wrong picture
changes:
- corrected some typos and unnecessary words
- your level will no longer increase the number of encounters during free work
- slightly improved (bloated) code to ensure that luck has a positive effect
- building now have a 50% to fail producing products, increased by luck
- this is to compensate for no other negative effects of building
(later i will add building raids + options to deactive them, just in case)
- made hide and show elements in the inventory smaller
- inside the house: changed label return to Leave, Return is misguiding
new features:
- added options to Tutorial to review all kinds of consumables
- aborted missions will now show in the statistic
- 50 aborted missions will now give you the Loudmouth achievement with a neat reward
- added FAQ and Help to the house providing some hints provided by Spannerbag
- added some additional faq questions
- Spannerbag receives a statue inside the hall of statues (Dwarvish Engineer)
- healscroll can be used inside the consumables as additional healing item
- added "Update Relics!" options to the doc, in case you have old saved game, in which they did not exist or when new relics were added.
- you can adopt a raven in the dark mill,
- it is a pet that provides 100 karma when used as pet, however locking this fine bird in again, will reduce your karma
- temples of the twilight gods now allow to adopt a variety of different animals for karma (just a tiny little detail)
Please note: if you have a saved game. In order to see the new options inside the helpmenu / Heromenu, you must visist the doc in Capital City and use the option "Repair Heromenu!".
new smaller update with the following changes:
(the name is a pun, just see general hints)
fixes:
- abilities given by relic weapons did not disappear
-- usually weapons don't give abilities
(this affected Hameln, Tyrfing, Gungir, Drill)
- selecting the option "Collect all loot at once" caused the game to double some of the random loot
-- it was an intended drawback of this option, now this options just works on lootable material and no longer on random loot
- unequipping one handed relic weapons did not removed the attacks
(really wondering about this one)
- selling owls on the animal market showed the wrong picture
changes:
- corrected some typos and unnecessary words
- your level will no longer increase the number of encounters during free work
- slightly improved (bloated) code to ensure that luck has a positive effect
- building now have a 50% to fail producing products, increased by luck
- this is to compensate for no other negative effects of building
(later i will add building raids + options to deactive them, just in case)
- made hide and show elements in the inventory smaller
- inside the house: changed label return to Leave, Return is misguiding
new features:
- added options to Tutorial to review all kinds of consumables
- aborted missions will now show in the statistic
- 50 aborted missions will now give you the Loudmouth achievement with a neat reward
- added FAQ and Help to the house providing some hints provided by Spannerbag
- added some additional faq questions
- Spannerbag receives a statue inside the hall of statues (Dwarvish Engineer)
- healscroll can be used inside the consumables as additional healing item
- added "Update Relics!" options to the doc, in case you have old saved game, in which they did not exist or when new relics were added.
- you can adopt a raven in the dark mill,
- it is a pet that provides 100 karma when used as pet, however locking this fine bird in again, will reduce your karma
- temples of the twilight gods now allow to adopt a variety of different animals for karma (just a tiny little detail)
Please note: if you have a saved game. In order to see the new options inside the helpmenu / Heromenu, you must visist the doc in Capital City and use the option "Repair Heromenu!".
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer